Example #1
0
 /// <summary>
 /// Prevents a default instance of the <see cref="GamepadState"/> class from being created.
 /// </summary>
 public GamepadState()
 {
     m_prevState    = new GamepadReportedState();
     m_currentState = new GamepadReportedState();
 }
Example #2
0
 internal void NotifyState(GamepadReportedState controllerState)
 {
     m_prevState    = m_currentState;
     m_currentState = controllerState;
 }
        /// <summary>
        /// Querries all current input states.
        /// </summary>
        public IEnumerable <InputStateBase> GetInputStates()
        {
            // Update connected states first
            for (int loop = 0; loop < m_controllers.Length; loop++)
            {
                bool isConnected = m_controllers[loop].IsConnected;

                if (!isConnected)
                {
                    m_states[loop].NotifyConnected(false);
                    continue;
                }
                m_states[loop].NotifyConnected(true);

                // Query all state structures
                XI.State   xiState   = m_controllers[loop].GetState();
                XI.Gamepad xiGamepad = xiState.Gamepad;

                // Convert float values
                GamepadReportedState repState = new GamepadReportedState()
                {
                    LeftThumbstickX  = EngineMath.Clamp((float)xiGamepad.LeftThumbX / (float)short.MaxValue, -1f, 1f),
                    LeftThumbstickY  = EngineMath.Clamp((float)xiGamepad.LeftThumbY / (float)short.MaxValue, -1f, 1f),
                    LeftTrigger      = EngineMath.Clamp((float)xiGamepad.LeftTrigger / 255f, 0f, 1f),
                    RightThumbstickX = EngineMath.Clamp((float)xiGamepad.RightThumbX / (float)short.MaxValue, -1f, 1f),
                    RightThumbstickY = EngineMath.Clamp((float)xiGamepad.RightThumbY / (float)short.MaxValue, -1f, 1f),
                    RightTrigger     = EngineMath.Clamp((float)xiGamepad.RightTrigger / 255f, 0, 1f)
                };

                // Convert button states
                GamepadButton pressedButtons = GamepadButton.None;
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.A))
                {
                    pressedButtons |= GamepadButton.A;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.B))
                {
                    pressedButtons |= GamepadButton.B;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.Back))
                {
                    pressedButtons |= GamepadButton.View;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.DPadDown))
                {
                    pressedButtons |= GamepadButton.DPadDown;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.DPadLeft))
                {
                    pressedButtons |= GamepadButton.DPadLeft;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.DPadRight))
                {
                    pressedButtons |= GamepadButton.DPadRight;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.DPadUp))
                {
                    pressedButtons |= GamepadButton.DPadUp;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.LeftShoulder))
                {
                    pressedButtons |= GamepadButton.LeftShoulder;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.LeftThumb))
                {
                    pressedButtons |= GamepadButton.LeftThumbstick;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.RightShoulder))
                {
                    pressedButtons |= GamepadButton.RightShoulder;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.RightThumb))
                {
                    pressedButtons |= GamepadButton.RightThumbstick;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.Start))
                {
                    pressedButtons |= GamepadButton.Menu;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.X))
                {
                    pressedButtons |= GamepadButton.X;
                }
                if (xiGamepad.Buttons.HasFlag(XI.GamepadButtonFlags.Y))
                {
                    pressedButtons |= GamepadButton.Y;
                }
                repState.Buttons = pressedButtons;

                // Report controller state to the system
                m_states[loop].NotifyState(repState);
            }

            // Now return all input states
            for (int loop = 0; loop < m_states.Length; loop++)
            {
                yield return(m_states[loop]);
            }
        }